﻿#include "AppDelegate.h"
#include "HelloWorldScene.h"
#include "MainMenuScene.h"
#include <vector>

USING_NS_CC;

AppDelegate::AppDelegate() {

}

AppDelegate::~AppDelegate() 
{
}

//if you want a different context,just modify the value of glContextAttrs
//it will takes effect on all platforms
void AppDelegate::initGLContextAttrs()
{
    //set OpenGL context attributions,now can only set six attributions:
    //red,green,blue,alpha,depth,stencil
    GLContextAttrs glContextAttrs = {8, 8, 8, 8, 24, 8};

    GLView::setGLContextAttrs(glContextAttrs);
}

bool AppDelegate::applicationDidFinishLaunching() {
    // initialize director
    auto director = Director::getInstance();
    auto glview = director->getOpenGLView();
    if(!glview) {
        glview = GLViewImpl::create("My Game");
		glview->setFrameSize(540, 960);
        director->setOpenGLView(glview);


		//Size screenSize = director->getVisibleSize();
		//glview->setDesignResolutionSize(320, 480, ResolutionPolicy::NO_BORDER);
		//director->setContentScaleFactor(screenSize.width / 480);

		// Đặt phân giải cho giao diện hiển thị khít với khung hình 
		glview->setDesignResolutionSize(320, 480, ResolutionPolicy::FIXED_WIDTH);

		// Dòng này để fix lỗi hiển thị khung hình mặc định bị zoom2x trên winform
		glview->setFrameZoomFactor(0.5f);
    }

    // turn on display FPS
    director->setDisplayStats(true);

    // set FPS. the default value is 1.0/60 if you don't call this
    director->setAnimationInterval(1.0 / 60);

    // create a scene. it's an autorelease object
    //auto scene = HelloWorld::createScene();


	std::vector<std::string> searchPaths;
	searchPaths.push_back("asset");

	FileUtils::getInstance()->setSearchPaths(searchPaths);
	// create a scene. it's an autorelease object
	auto scene = MainMenuScene::createScene();

    // run
    director->runWithScene(scene);

    return true;
}

// This function will be called when the app is inactive. When comes a phone call,it's be invoked too
void AppDelegate::applicationDidEnterBackground() {
    Director::getInstance()->stopAnimation();

    // if you use SimpleAudioEngine, it must be pause
    // SimpleAudioEngine::getInstance()->pauseBackgroundMusic();
}

// this function will be called when the app is active again
void AppDelegate::applicationWillEnterForeground() {
    Director::getInstance()->startAnimation();

    // if you use SimpleAudioEngine, it must resume here
    // SimpleAudioEngine::getInstance()->resumeBackgroundMusic();
}
